Digital play benefits students' learning, according to Jordan Shapiro, an author and senior fellow for the Joan Ganz Cooney Center at Sesame Workshop. Shapiro shares how teachers can embrace game-based learning and digital play and encourage students to use the tools as a means of self-expression.

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Exposure to science, technology, engineering and math as early as preschool can yield long-term academic benefits, according to a report by researchers from New America and the Joan Ganz Cooney Center at Sesame Workshop. The report also reveals four barriers to integrating STEM in early learning.

Immigrant Hispanic families may be more likely to support technology purchases for their children than other parental groups, according to research from the Joan Ganz Cooney Center at Sesame Workshop. The research also reveals a technology-access gap among this population.

About half of K-8 teachers said they use digital games as part of classroom lessons at least twice each week, and 18% reported daily use, according to a survey by the Joan Ganz Cooney Center at Sesame Workshop. The survey also found higher usage of digital games among elementary-school teachers. A majority of teachers using the games said they engaged students in learning and improved motivation, and helped to personalize instruction.

Michael Levine, executive director of the Joan Ganz Cooney Center at the Sesame Workshop, writes in this blog post that President Barack Obama was on the right path in announcing an initiative to encourage math and science education, but he missed the mark by saying, "turn off the video games and pick up a book." Levine agrees that children could cut back on digital entertainment, but the right games and technology can be important learning tools and an effective way to reach children.

Michael Levine, executive director of the Joan Ganz Cooney Center at the Sesame Workshop, writes in this blog post that President Barack Obama was on the right path in announcing an initiative to encourage math and science education, but he missed the mark by saying, "turn off the video games and pick up a book." Levine agrees that children could cut back on digital entertainment, but the right games and technology can be important learning tools and an effective way to reach children.